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1047975 Posts in 42485 Topics- by 34359 Members - Latest Member: MariaMa

October 01, 2014, 02:20:01 PM
TIGSource ForumsDeveloperCreativeDesignCity Builder mechanics
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skaven
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« on: April 04, 2013, 11:30:17 AM »

I'm experimenting some tech around procedural city/traffic simulation.
Nothing fancy yet but a little video:

So, it made me think of the game mechanics around the city builder genre.
The obvious one is to create zone (zones rounded by road) and sell them for industry/residential/commercial purpose. Those zones attract people you have to build more zones for.
The more people, the more traffic congestion, the more road needed, etc..
What mechanics other than that would you like to see? Wich ones would be so stupid that they might work?

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Archibald
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« Reply #1 on: April 07, 2013, 06:33:36 AM »

The obvious one is to create zone (zones rounded by road) and sell them for industry/residential/commercial purpose. Those zones attract people you have to build more zones for.
The more people, the more traffic congestion, the more road needed, etc..
It's called Sim City, no need to type so many words, "like SimCity" is enough Smiley


Generally there are 3 routes:
1) build zones/buildings and roads (SimCity)
2) manage traffic only (TrafficGiant/Cities In Motion)
3) manage traffic and build roads but no buildings/zones (so something between these two) (Transport Tycoon)

Personally, I would want to play model 2) since Paradox messed up with CiM and made it all about traffic jams (which is not that fun). I would love to play a game that is fixed CiM. I also recommend avoid 1) it's the most overused (sub)genre (no surprice, since SimCity is so ancient). As for 3), I don't know, there is the open source OpenTTD which is cing of extremely advanced, plus I don't find it that amusing for some reason.

All above written only taking my personal taste as a player into account Smiley
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Europe1300 - Realistic Historical Medieval Sim
skaven
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« Reply #2 on: April 08, 2013, 12:37:48 PM »

Simcity is designed like you have to build a california city from the 60'.
That's where its design (industrial/commercial/residential) come from.
So, why not change the design !
If it's set in the future (20 to 50 years ahead). Cities will have:
- high population densities
- high level of Internet connectivity
- water flooding
- power supplies
- green roof
- high disparity poor/rich
With a bit of cyberpunk we have:
- drugs
- mega corporations
Basically, we will have bigger and more independent buildings (think of the Burj Dubai). Each building containing commercial/leisure/residential in various proportion. Each building being connected by roads/metro.
Instead of polution, one can think of higher population of poorer people ( a bit disgusting :/ ). 
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pinaster
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« Reply #3 on: April 08, 2013, 01:32:16 PM »

It's a nice project.

To approach to the city building genre I strongly advice to study how cities works and how they are supposed to work in the future. Unfortunately Sim City is stuck in america's 50s (there was a grea thread on gaf about it) and its last iteration doesn't solve many of these problems despite its focus shift.

I suggest you to read: http://en.wikipedia.org/wiki/The_Death_and_Life_of_Great_American_Cities which should be interesting to read as an old milestone.
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skaven
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« Reply #4 on: April 09, 2013, 12:08:22 PM »

That's very interresting! Thank you.
So far, the mechanics I'm thinking about:
- build roads
- turn closed shape made of road as parcels/block
- build building bases on parcel
- stack stories
Each story has a function : residential, commercial, farm, leisure,...
Each building has fame (attractness), capability of producing its power, recycle things,...
I'd like the ability to name a building and/or a block because it makes the player owning and taking care of the things.
So basically, each building can live its life alone. How to force player making more connections with the other buildings?
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